Everything else is handled internally, including accounting for rested XP, increasing total XP,
displaying the message, etc. Note furthermore that Oblivion XP will automatically set the
interOpGainedXP variable to 0 after giving XP to the player. Of course, the message can be
changed to whatever you want, as can the amount of XP gained.

v4.1.5
- Tweaked the behaviour of the message log.
- Fixed a bug where on loading a game, the message log would always stay hidden.
- Refunding of Skill Points for training sessions and skill books is now configurable; both can be turned
on and off separately in the ini
- Refunding of training sessions now takes the amount of sessions per level as defined in the Oblivion XP ini, instead of the default 5.

v4.1.4
- Fixed a bug where sneak kills would not update Current and Total XP properly.

v4.1.3
- Fixed a bug where kills made by companions would no longer yield XP.
- It is now possible to hide the HUD XP Progress bar by pressing L+Left Arrow after both logs are hidden.
- When choosing to re-distribute your Skills &amp; Attributes on first using Oblivion XP with an existing Character,
the Player now is refunded 1 Skill Point for every Skill Book read in the past and is awarded 5 extra points
per level to compensate for training sessions.
- Added global XP level-scaling multipliers for both miscellaneous XP gains and Quests, both separately
configurable in the ini.
- Changed the formula for XP Needed to level to be better configurable and less demanding at higher levels.
- Added additional clean-up of all string variables throughout the entire mod.
- Corrected a possible source of in-memory string duplication, which is thought to have caused save-game
bloating in previous versions.

v4.1.2
- Fixed a bug where not having Shivering Isles installed would cause Skill Use increments not to get set
to 0 upon loading the game.
- Fixed a bug where not having Shivering Isles installed would cause Skill Point costs to not be calculated
correctly on Leveling up.
- Corrected the Stats menu XP bar slider not being aligned properly.
- Fixed a bug where, for DarNified and DarkUI?d DarN UIs, Skill bonuses would display on top of the actual
Skill levels.
- Fixed a bug where, upon reaching the player level required for Grand Master skill level (150), as determined
by the ini setting minimumLevelGrandMaster, the player would no longer be able to spend Skill Points in the
Level Up menu.
- Fixed a bug where the Skill Level Cap would not be taken into account correctly when increasing Skills.
- Fixed a bug where sometimes it would be possible for the Level Up menu to never show after choosing to
redistribute Stats on first using Oblivion XP with an existing character.
- Fixed an issue where it would never be possible to increase a Skill or Attribute by more than 100 points at
any one time.

v4.1.1
- The status text area now no longer shows Current / Needed XP and is no longer visible when the
Oblivion XP log is visible. Instead it now shows the last Oblivion XP message.
- Hiding the Oblivion XP log now happens in two stages: it is first minimized to show only the last
Oblivion XP message, and is hidden afterwards.
- On loading a game, the last used status (hidden/minimized/shown) of the log is restored.
- The log now automatically hides if nothing happens for 5 seconds. This auto-hide feature can be
turned on or off through the ini. By default it's on.
- Added a new variable to the XP for Kills formula: multXPKillLevel. All XP gained for a kill is now
multiplied by ( 1 + PlayerLevel * multXPKillLevel ). The default setting is at 0.2, which effectively
raises the rate of gaining XP with respect to v4.1.0, but is still slower than v4.0.x.
- The variable multXPKillBonus is now a floating point variable to allow better tweaking.
- Fixed a bug where, when using Vanilla UI, the Level Up icon would never show and the
&quot;Click to Level Up&quot; text wouldn't appear after having gained enough XP to level up.
- Separated the Vanilla Main, Guild Quests and Shivering Isles Quests into each their own script.
- Several alternative endings to both Vanilla and Shivering Isles Quests now yield XP, too.
- Changed the SEWorld check for location discovery to use the OBSE command TestExpr, which
should suppress all errors related to not having Shivering Isles installed.

v4.1.0
- Oblivion XP now features its own custom HUD text areas. One shows all XP gain messages and
the other displays Current and Needed XP.
- The new HUD elements can all be hidden from view by pressing a simple key-combination.
- The new gain log keeps track of all messages, which can be scrolled through by using a key
combination. The number of messages kept in memory is configurable in the ini file.
- The Stats Menu has been completely refurbished to be more consistent and less intrusive.
Now the relevant Oblivion XP stats are shown on the first page of the Stats Menu.
- The option to sleep to level, or instantly show the level up screen when enough XP is gained,
is no longer available. Instead the player can show the level up menu by clicking on a very intuitive
entry on the Character page of the Stats Menu.
- Added a fully functional XP bar to the HUD.
- The player can now gain XP for closing Oblivion Gates, buying Horses, buying Houses and trapping Souls.
- Changed the formula for XP needed to be somewhat less aggressively increasing with player level.
- Added an ini variable to set the Training Cost multiplier.
- Companion support can now be disabled from the ini.
- Followers' kills are now only counted if the follower and the NPC in question are within 2 cells'
distance of the player.
- XP gained for killing an NPC is now divided by the number of actors from the player's party that
are in combat with that NPC.
- The base XP gained for killing an NPC with the help of a companion is now always based on the
average level of the companion and the player, regardless of whether the player or the companion kills the NPC.
- Fixed a bug in the XP-from-killing script where the player's kill counter could remain positive after a kill.
This would cause the player to gain XP from kills not committed by the player or companion.
- Rewrote the UI control script for the Level Up screen to get rid of major fps slowdowns due to nested
looping performance issues.
- Tweaked loops in XP-from-killing scipt that would cause the game to freeze intermittently.
- All arrays are now cleared and reset after the mod loads, to prevent problems with dirty array entries.
- Added a check for Major skill ups, to prevent Vanilla level ups from occurring.

v4.0.2
- Fixed a bug in the XP-from-killing script where NULL references could cause infinite loops, crashing the game
- Fixed a bug where Magic Skills would not be taken into account properly if enabled
- Fixed a bug in the Misc XP script where kills made by the player would trigger an error
- Sneak kills are no longer counted as such when the player is in combat
- Added an XP Needed offset variable for greater control over XP Needed formula

v4.0.1
- Fixed a bug in the OMOD script
- Fixed a bug where reading a Book or creating a Potion would trigger a recursive error in the Mod
Added Quest scripts
- Fixed a bug where the player would get an incorrect amount of Attribute / Skill points on levelling up
- Fixed a bug where creating Potions would not yield XP as expected
- Fixed a bug where the Level Up visuals would never play
- Fixed a bug where setting sleepToLevel to 1 could cause multiple levels at old needed XP level
- Books that have been read and Potions that have been made are kept in a container instead of an
array now, to prevent errors
- Training sessions now carry over when upgrading from v3.0.1
- Cell-scan script rewritten for better performance
- Added another variable for performance tweaking
- XP from Killing and XP from Misc Actions now both have their own scripts

v4.0.0
- Completely rewrote the mod from scratch, everything is done with the new OBSE v0017
functions for better error reporting and stability
- Completely new UI, both for stats and leveling screen
- Skills no longer determine your attributes
- You now get to pick which attributes and skills to increase when leveling through a nice looking
modification of the leveling screen - no more shabby message boxes!
- When first using the new version, you have to option to redistribute all your skills and attributes
- You can now only put a certain amount of points into a single skill per level
- There are now level requirements to advance to the next Mastery level for each skill
(e.g. minimum level 5 to become Journeyman)
- The formula used for determining the amount of XP needed to advance to the next level has
changed to be more configurable
- Per default, the formula for XP needed to level is now quadratic
- No more use of tokens, instead arrays are used everywhere, so there's no possibility of ever
getting missing meshes due to ObXP
- Automated companion detection (no need to manually set them any longer)
- Oblivion XP now features an easy to use, built-in mod interoperability system, through which
mod-makers can easily add XP support to their mods without making the mod dependent on ObXP
- Fixed Deadly Reflex issues
- Fixed the issue with kills made through Poison not giving XP
- Reading Scrolls now yields less XP than reading Books
- You now only get XP when making a new Potion you haven't made before (a stronger version
counts as a new potion)
- You only get XP for picking a lock when you break less than a certain number of picks while picking that lock
- Undetected Sneak kills yield double XP
- Option to turn off having Oblivion XP determine health/magicka/fatigue and regen
- The position of Oblivion XP.esp in the load order should no longer matter as GMSTs are now changed
through script, in-game
- New quest XP system; no more separate plugins are needed to support custom quest mods. Instead,
user-made quest mods will have built-in support.
- All the new options are of course configurable through the ini